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The Six Flags Magic Mountain (SFMM) Discussion Thread


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There isn't a "problem" with the ride. There isn't anything that Intamin can fix. When other parks are able to run this same coaster without issue, the problem isn't with the ride.

 

In your opinion, Robb, what is the problem? I'm very curious as to why they would tell the ops to "avoid" something the ride was designed to do. (less wear and tear on parts? more time spent putting people through the ride than waiting for final spin to end?)

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^ It's SFMM. What other reasoning do you need?

 

 

Your comment may sound flippant, but it's actually quite true. SFMM should have stuck with X2. A ride with "free spinning seats" should never have been added to a park that can't even figure out how to run a looping coaster the way it was designed to ride with comfortable lap bars, even though other parks with similar rides have done so for years. SFMM always makes excuses for their own inept decisions, and unfortunately we suffer for it.

 

But I'm sure they'll find a way to blame Intamin.

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^ No, I was being serious - I firmly believe that it's simply because it's SFMM. Add to that the fact that it's a park in CA, and you have too much of a liability for them to run Green Lantern to its full potential.

 

I was at SFMM the other day when there weren't any lines, and I couldn't wait to leave. I used to really enjoy going there, but after going to so many east coast parks last year, my perception has changed.

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^ It's SFMM. What other reasoning do you need?

 

 

Just for kicks, I decided to post the question on SFMM's Facebook. I'm sure the answer will just be "42," the same answer Siri gives me when I ask her about the meaning of life. That's really a shame because to me, that would be the main draw to going on the ride. If I'm just going to be gently rocking as I travel forwards and backwards, then there is no real desire to ride it.

 

Also, is GL still being heavily trimmed as well?

Edit: According to a Youtube video I just looked at uploaded back in February and assuming it was shot pretty close to that time, it is still taking its infamous mid-course pause. Now to look up Insane and see how that one runs.

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SFMM should probably either start getting rid of older/maintenence hogging coasters or stop buying new ones that are going to be issues. This is just a wiiiild guess, but by having an ever-increasing number of complex rides compounded with a sorta year-round schedule, I can't imagine maintenance having time to truly fix-fix all these issues. Thus you get a bunch of temporary "solutions" like "Don't spin the coaster that's supposed to spin".

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To further add, while I don't know much about SFMM's staff/maintenance crew or operations but I'd like to throw in and take a guess that perhaps in the end, it's to help keep maintenance costs down (perhaps could they be understaffed?). Such a shame that a ride that was designed to vertically spin is being ran in such way to avoid the whole spinning.

 

While we're at it, let's not allow bumping on the bumper cars as that's extra wear and tear each time someone crashes into somebody else, not to mention, a slight risk of being injured...and if you're skilled enough, breaking your wrists like what happened at CGA.

 

I'd be curious to see how the operations would be at one of the smaller SF properties (perhaps maintenance wouldn't be an issue if it really is that big of an issue), or even at a Cedar Fair park just to see how they choose to run it.

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One more reason SFMM should never have gotten a ZacSpin in the first place. Poor capacity, can't run it effectively without the mid-course stop, not a major enough attraction compared to their other coasters, and now they won't even allow it to flip. I already won't wait more than 15 minutes to ride this, but if the chance of flipping is slim to none I might just have to avoid it until the policy changes unless it happens to be a walk on. This ride would probably have been much better suited at a park like SFA, SFDK, or Great Escape.

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Can see it now, 1/4 drop tower, 3/4 brake section. While we're at it, let's disable half of the LIMS on Superman so they can be used for spare parts (if that's possible, hopefully I didn't just make a GP of myself :o )

 

So yea, Who ever said SFMM had a Zac Spin coaster? A Zac Rock & Stop, they do in fact have

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While I am not defending SFMMs operations, I will say I really enjoy GL and the more I ride it the more I like it. While it's a crap shoot as to how good the ride will be, that's part of the fun to me as you really don't know what will happen balanced or not. For the record I've had some meh rides, mostly good 1 flip rides, and 1 amazing 3 flip ride. If you can get in the first dispatched train of the two they load as you won't sit on the breaks but hit them then roll on through like on the Insane videos. Which speaking of Insane videos, a the bulk of them on youtube seem to show it flipping only once, at the end like GL... Just saying...

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Are there adjustable settings that control how much the cars are allowed to spin, or does it have to do solely with the weight distribution of the riders on the cars?

 

I believe Tim Burkhart said they put weights in the plastic shell that guards the track from guests.

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^^For a long time I believed that Six Flags was slightly better than Cedar Fair. With Ouimet in charge, the addition of Fast Lane, reducing food prices, and now this total disgrace by SFMM, I think it's safe to say:

 

Cedar Fair > Six Flags

 

Who buys one of the most thrilling rides in the world and then writes a policy to make it suck? Six Flags, that's who.

 

Six Flags isn't TRYING to make the ride suck, their trying to make it WORK. Honestly, this is Intamin's fault for making a craptastic system to go along with a great coaster.

 

Since when was Magic Mountain the park to compare? How about comapring Great America to Cedar Point. That's a much more fair comparison.

 

And in my opinion Six Flags > Cedar Fair

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^ If this was the first coaster of it's kind and hadn't been successful at other parks, you would have a point.

 

But the fact remains, this isn't the first of this coaster. It DOES work at other parks, and from what I understand, quite well.

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^ If this was the first coaster of it's kind and hadn't been successful at other parks, you would have a point.

 

But the fact remains, this isn't the first of this coaster. It DOES work at other parks, and from what I understand, quite well.

 

 

Has someone asked a maintenance worker/ride op there if they have heard why they are not allowed to spin the ride? (Yes I know its like the dip n dots guy). Would be interesting what they heard

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Most of the cars were still flipping at the end, and I got an unbalanced ride (I went up the lift facing toward the ground), yet I still only flipped once at the end! It seems like the GP still likes it though. I heard a lot of peole exiting the ride talking about how fun it was or how it is their favorite ride.

 

^If the car is too unbalanced, it enters the station incorrectly and the ride malfunctions. Instead of fixing it, the made the ride operate differently then it is supposed to by redesigning the cars, and now trying to "avoid inversions".

 

This happened quite a bit on Insane when we had an ERS last June, however rather than the park trying to prevent "Inversions" They just deal with it when it happens, yet another reason Europe Rocks!

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Six Flags isn't TRYING to make the ride suck, their trying to make it WORK. Honestly, this is Intamin's fault for making a craptastic system to go along with a great coaster.

 

And in my opinion Six Flags > Cedar Fair

 

 

This is definitely not the case here - the ride does work. Just like how other B&Ms and other popular coasters have high capacity - at other parks.

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Six Flags isn't TRYING to make the ride suck, their trying to make it WORK. Honestly, this is Intamin's fault for making a craptastic system to go along with a great coaster.

 

Have you actually been on Insane? If not, I suggest you ride it and then get back to us.

 

Grona Lund > All the Six Flags parks combined.

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Six Flags isn't TRYING to make the ride suck, their trying to make it WORK. Honestly, this is Intamin's fault for making a craptastic system to go along with a great coaster.

 

What are you even talking about!?!?!?

 

The ride works just fine at other parks, and the ride was designed by Intamin to spin. It's called a ZACSPIN for crying out loud. I think it's pretty obvious they're just trying to save money on maintenance and staffing!

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Six Flags isn't TRYING to make the ride suck, their trying to make it WORK. Honestly, this is Intamin's fault for making a craptastic system to go along with a great coaster.

 

It's the park's fault for avoiding the gimmick of the ride. Intamin has as much say as you do about how daily operations are at the park. Intamin made the ride to the standards that SFMM gave them, and the ride was built. SFMM is just a lazy branch on the Six Flags chain that decides not to run the coasters the way they were intended to.

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